I watched the first half and skimmed through the second half. It looks good. There is a lot of variation within the classic SC2 gameplay but not overwhelming the player. Great use of the space. The map size feels exactly right for the amount of objectives and enemies.

Heh, I still periodically come back to watch scsurvivior cinematic. Even 6 years later It feels more starcraft than what blizz had put up.

Lings trying to sandwitch you on stairs looked fun. So did the characters back and forth. Your writing, I'm already really liking both of these characters.

Only things that got in my eye were aesthetical issues that are obv. not important for draft, but I'll mention them regardless:
- lack of objective display in 2nd part;
- hero icons were not of blizz format (they were sticking out of borders);
- lack of white borders for hero selection boxes on CC (again, established blizz format);
- Engineers attack, looked like an immortals weapon, but something felt off (maybe it needs some sort of launch fizzle or a slight delay before weapons retraction. Or it's just the video, idk.)

Anyway, mentioning little things cause everything else looked good. Also, sorry about signing up for testing that starbow campaign and never getting back to you :(

Well that is very nice to hear, I'm glad I can provide some incentives for folks to make maps! Just for that, I think I'll make a video for The Signal sometime soon. I tried it some time ago and found it quite challenging - beyond my skill level or perhaps I did not understand how to play it correctly maybe. I'm glad I caught your signature here though as I hadn't thought about it for awhile and I'm a better player these days!

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Only things that got in my eye were aesthetical issues that are obv. not important for draft, but I'll mention them regardless:
- lack of objective display in 2nd part;
- hero icons were not of blizz format (they were sticking out of borders);
- lack of white borders for hero selection boxes on CC (again, established blizz format);
- Engineers attack, looked like an immortals weapon, but something felt off (maybe it needs some sort of launch fizzle or a slight delay before weapons retraction. Or it's just the video, idk.)

Anyway, mentioning little things cause everything else looked good. Also, sorry about signing up for testing that starbow campaign and never getting back to you :(

Well that is very nice to hear, I'm glad I can provide some incentives for folks to make maps! Just for that, I think I'll make a video for The Signal sometime soon. I tried it some time ago and found it quite challenging - beyond my skill level or perhaps I did not understand how to play it correctly maybe. I'm glad I caught your signature here though as I hadn't thought about it for awhile and I'm a better player these days!

It's been given some love by IskatuMesk before. Here:

I thought the hilarity should be kept in the past where it belongs. XD

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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.

Not sure why those hero icons are that way though. Is there a setting I can tweak to fix them?

You usually need a 20x20 transparent border around your hero icon. Like the one that WoL hero icons have.
That is, if you don't plan on using LotV top left hero panels. If you do - I don't know anything about them :D

Place Tychus and a bunch of marines and marauders. Now ingame when you select all of them you'll notice that in group panel your tychus has white border around him instead of UIs default (like marines and marauders). When you tab to marines you'll notice that instead of becming default color - Tychus now has gray border.
This setting is found under units actors - "Unit Border Normal Color" and "Unit Border Subgroup Color"

That's a bummer about starbow campaign, can't help but to feel slightly guilty cause I just bailed out like that =(
Hopeflly this time around things will go better.

I've managed to fixed the hero button by creating buttons in photoshop. I'll do the same and fix the Unit Border Color and subgroup color. Thank you. I'm not really pro on the editor, and I've forgotten most of what I knew about it.

About starbow, you don't have to feel bad. After all this is a hobby thing, and I do appreciate even the tiniest of input.

It got bad, and fast. The story was deep enough, maybe even too much. I was too ambitious about it, and I just can't keep up. Also the missions were too difficult and was just too much. I had index cards on the wall plotting the throughlines like there's no tomorrow, but I guess it just wasn't meant to be.

And there was that plan to make comics for intermissions inside the game.

Sometimes the pressure is just too much, I don't know. Insecurities? Perfectionism? I don't know. But they're there to just keep things down, you know?

And the constant updates also had some impact. Maybe now that it's in a release version, maybe I can go back and continue that project soon. School is coming though, so.. we'll see. As always.

I hope this one goes well too though. I plan on keeping it simple and move from there. Now that I have maps and campaigns to check for reference on triggers and such, I can focus more on execution rather than structuring.

Heh, yeah, I still have a shelf full of scattered pages of drafts and designs for a map that over time became much more than I could handle. And even when it was clear that I couldn't do it I foolishly kept on pushing on until I couldn't push at all.

Nowadays I just don't start a map if I don't think it can be finished under 2 months, cause even 2 months equal at least half a year..

Still, I like to think that I'm more mature about this stuff nowadays, so if you'll need someone to test these protoss missions you can sign me up.

That is an awesome dialogue box!! Can you make a short tutorial of how you did that?? That is such a nice variation from the normal dialogue boxes and would be nice to see implemented in other campaigns.

That is an awesome dialogue box!! Can you make a short tutorial of how you did that?? That is such a nice variation from the normal dialogue boxes and would be nice to see implemented in other campaigns.

Here's a mod and a map with instructions containing the Transmission dialogue. You call this function which shows max 5 pages per transmission, 4 themes, and can be shown in 6 positions on the screen.